Fallout 4

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FastBlackCat and cormell

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cormell

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About this mod

THIS IS A DUPLICATE of the mod posted in Player Settlements. I have been asked to post it here also. Contains an esp plugin that clears and flattens Spectacle Island, and a Beach House and Resort from a TS blueprint.

Requirements
Permissions and credits

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BRIEF DESCRIPTION
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This mod installs a Beach Resort on Spectacle Island. The Beach Resort is a new version of our previous mod -- Beach House on Spectacle Island. This new mod, Beach Resort, includes the original Beach House and pool, and adds guest bungalows, a gym, a pool bar and some other fun stuff. This is not a patch, so be sure to REMOVE the original Beach House mod from your game.

The Beach Resort has three files. The first, BeachFlattenClearSpectacleV2.esp, clears Spectacle Island, removing the trees and much of the debris. It also flattens much of the terrain and makes it sandy. Beachy keen. The second file adds the buildings, gardens, water, and furniture using Transfer Settlements to import a BluePrint (#26). The third file is a batch file, SetWorkShop, that positions the Workshop (WS) in a utility building with the other work benches.

Installation -- This is not your normal player house blueprint. Read and Follow the Instructions Carefully.

DO NOT ENABLE (activate) this mod if you have already visited Spectacle Island. That will really mess up your day.

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THANKS

Many thanks to the mod authors we used to create the house itself, and the furnishing, and gardens. Likewise to FastBlackCat for her input, editing, and testing. Also to rth119 for testing and screen shots.

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DETAILS AND INSTALLATION

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+ Intro
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Most settlements require the completion of a quest, usually given by a settler, to take out some raiders or ghouls before the Workshop (WS) is owned and usable by the player. Spectacle Island is different; the player has to re-connect a power source to the WS. Also there are some 'lurkies to deal with.

When I flattened the Island the power lines and the WS end up floating in the air. I tried to replace them in the new terrain and keep the quest triggers and activation points intact, but that was beyond my patience and ability. So... some adaptation was required. I removed the quest trigger, the power lines, and the circuit breaker. (For mysterious reason the circuit breaker box lid is still there next to the WS.) I also removed the mirelurks and their trigger points. Now the Workshop has to be activated by other means -- read on.

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+ Installation.
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(I'm not sure that the mod managers will place the batch file in the proper location, so I recommend manual installation.)

- DO NOT ACTIVATE (enable) this mod if you have already visited Spectacle Island. Visiting Spectacle will trigger the quest and the mirelurks and totally mess up the reconstruction of the Island. Only activate the esp and import the blueprint at the start of a new game, or at a minimum, before your first visit to Spectacle Island.

- Install the required building, decoration, furniture, and garden mods.

- Download the mod files. For the blueprint make sure you don't have a blueprint folder 26 already.

- Activate the BeachFlattenClearSpectacleV2.esp in your mod manager plugin list.

- Activate the Beach Resort contents: The TS blueprints are in Data\F4SE\Plugins\TransferSettlements\blueprint. If you already have a folder 26, change 26 to some other unused number. In game import the blueprint with Transfer Settlements.

******** IMPORTANT: Be sure to Check Import Markers and Import Original Items *******

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+ Workshop and Electrical
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- The WS should be located in a white brick/red roof utility building south of the band shell. I put it there in the CK, but it keeps flying up in the air. Whatever.

- If it's not in the work bench/utility building, you'll find it floating in the air near the band shell. That's the orignal (un-modded) position. Enter console mode, click on the WS, and use the batch file SetWorkShop ( ~ bat SetWorkShop). Or manually move it using setpos/setangle to x=76102, y=-65440, z=771 and angle x=0, y=0, and z=90.

- Enter the white brick utility building to verify that the WS is there. DO NOT TRY TO ACTIVATE the WS yet.

- The WS variables concerning the player visited and player owned usually won't activate until the player leaves the cell and returns. I dunno why, just do it. It's Bethesda. However, if BOTH the Select (E)and Transfer (R) options are available right away, you probably won't have to leave the cell, just open the WS. The mysteries of life. “There are more things in heaven and earth, Horatio, than are dreamt of in your philosophy.” -- Hamlet, Act II

- You can fast travel somewhere or swim out to one of the floating islands. You just need to leave the island. When you return the WS should be good to go.

- When you activate the WS, F4SE will turn on the yellow wall lamps in the utility building. All of the other lights on the island will come on also. Hopefully.

- That's it. You're all set. Enjoy the Island and Beach Resort.

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+ Trouble Shooting
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- Follow the instructions fully and carefully.

- Crash after importing the blueprint? I have no idea why that happens. FBC found a workaround: After the import completes, do not save, leave the Island, wander around for a few minutes, then return. You should be able to save the game at that point. If not there is some clash occurring causing the CTD. It's beyond my ability to debug, maybe you can figure it out. It may have something to do with setting/resetting the variables, or triggers, or whatever on the Island and it just takes some time. If you still can't get the blueprint to work, you have the option of using the plugin version. (esp)

- WS up in the air? Set the correct position given above. Or apply the batch file SetWorkShop.

- WS won't open? Leave the cell and return.

- If the WS station still won't open, do these checks:
-- Open the console, click on the WS and type showvars. A long list of WS variables will print on the screen. Use "page up" to find Flags. PlayerHasVisited should be True, also OwnedByPlayer should be true.
-- If not type in console mode:
setpv OwnedByPlayer True
setpv PlayerHasVisited True

Then close the console. Leave the building and the cell. Return and the console should open.

- Table lamps and floor lamps didn't turn on? Enter WS mode, select the lamp with Enter, then release it with Tab. That toggles the power connection. Lamp should light.
(There may be some incompatibility with Workshop Framework. We've noticed difficulties between it and F4SE for turning on the lights automatically.)

- Missing furniture, lights, decorations from the blueprint import? Load the missing mods or use your own and place the missing objects like chairs or plants manually in WS mode.

- Hilly terrain and trees? (other than palm trees) The BeachFlattenClearSpectacleV2.esp wasn't activated.

- Floating mirelurk "mud holes"? It has to do with the way the mirelurk trigger points are activated. These are removed by the Clear Spectacle esp, but remember do not activate the BeachFlattenClear plugin after you have visited Spectacle Island. Start a new game or load a save before you visited Spectacle Island and then you can activate BeachClearFlatten.

- Sand or rock textures messed up? You have a mod installed that is overwriting this mod. Load Homemaker and Northland Diggers last. Those mods do the rocks and cliffs. Ditto for the beach mod called Towel_Beds.esp. It does the CoastalDrySand. There is also an optional whiter sand esp in that mod, and I used that in my screen shots.